Difference between revisions of "MRPG Exo-Mage Spell List"
Line 4: | Line 4: | ||
In order to unlock one of the combination areas, the player must spend a certain number of points in each of the adjacent quadrants(E.G.: in order to unlock Magma, the player must spend points in both Fire and Earth. | In order to unlock one of the combination areas, the player must spend a certain number of points in each of the adjacent quadrants(E.G.: in order to unlock Magma, the player must spend points in both Fire and Earth. | ||
+ | |||
+ | ==Tree Ideas== | ||
+ | Kind of a scratchpad for everything I think up as I am composing this system. | ||
+ | |||
+ | ===Turning the Wheel=== | ||
+ | Perhaps as an expansion or just something for later inclusion, this will be a process where by the "outer-wheel" of the spell-tree is turned, allowing the player to combine different elements. Earth and Wind instead of Earth and Water, and so-forth. Perhaps as the level-cap is extended different outer-wheels can be added with each new expansion. | ||
+ | |||
+ | ==Non-Tree Spells== | ||
+ | The Exo-Mage does learn some spells through the traditional progression system(or every few levels, essentially) These include: | ||
+ | |||
+ | *Countermagics: Ruby, Diamond, Saphire, and Genisis counter-magic spells. There will be a variety of these with different effects divided by progression. | ||
+ | |||
+ | |||
==See Als:== | ==See Als:== | ||
*[[Mage Wars RPG]] | *[[Mage Wars RPG]] |
Revision as of 04:33, 23 July 2012
The Exo-Mage spell progression is a four-sided tree system in which the branches come together, combining in different ways:
In order to unlock one of the combination areas, the player must spend a certain number of points in each of the adjacent quadrants(E.G.: in order to unlock Magma, the player must spend points in both Fire and Earth.
Tree Ideas
Kind of a scratchpad for everything I think up as I am composing this system.
Turning the Wheel
Perhaps as an expansion or just something for later inclusion, this will be a process where by the "outer-wheel" of the spell-tree is turned, allowing the player to combine different elements. Earth and Wind instead of Earth and Water, and so-forth. Perhaps as the level-cap is extended different outer-wheels can be added with each new expansion.
Non-Tree Spells
The Exo-Mage does learn some spells through the traditional progression system(or every few levels, essentially) These include:
- Countermagics: Ruby, Diamond, Saphire, and Genisis counter-magic spells. There will be a variety of these with different effects divided by progression.